You are on page 1of 2

General Principles AI Decision Trees Decision Tree - Shooting

Solo & Co-Op Rules: These rules give Unit Types: Before the game begins you 1. Are there any objectives not under the
players a way to play solo or co-op need to classify each unit into one of 3 AI’s control?
against AI controlled armies. unit types, which all behave differently.
• Yes - Go to step 2
Multiple Choices: Whenever there are Hybrid Units: Units that have melee • No - Go to step 3
different choices that seem to be equally weapons which are better than their
2. If you Advance will any enemies be in
correct, roll a die to randomly determine ranged weapons count as hybrid units.
shooting range?
which one is going to be the chosen one.
Shooting Units: Units that have ranged
• Yes - Advance toward objective and
Preparation weapons which are better than their
shoot if possible
melee weapons count as shooting units.
The Armies: To ensure that playing • No - Rush toward objective
against the AI is fair, we recommend Melee Units: Units that don’t have any
3. If you Advance will any enemies be in
creating a set of 3-6 balanced army lists, ranged weapons count as melee units.
shooting range?
and then randomly determining which
Decision Tree - Hybrid • Yes - Advance toward enemy and
will be used by the AI and which will be
used by the players. 1. Are there any objectives not under the shoot if possible
AI’s control? • No - Rush toward enemy
Objectives Set Up: When setting up
objectives first divide the area of the • Yes - Go to step 2 Decision Tree - Melee
table where you are allowed to place • No - Go to step 5
1. Are there any objectives not under the
objectives into 4 equal squares. When it
2. Are there any enemies in the way? AI’s control?
is the AI’s turn to place an objective first
roll for a random square, and then place • Yes - Charge enemy if possible, else • Yes - Go to step 2
the objective in the center of the square. Advance toward objective and shoot • No - Go to step 3
If that’s not possible roll for another if possible, else Rush toward
2. Are there any enemies in the way?
random square and move the objective objective
toward it just enough to be in a valid • No - Go to step 3 • Yes - Charge enemy if possible, else
position, whilst following the mission’s Rush toward objective
3. Is the objective in Rush range but not
objective set up rules. • No - Rush toward objective
in Advance range?
AI Deployment: When deploying armies, 3. Are any enemies in Charge range?
• Yes - Rush toward objective
the players must deploy their entire
• No - Go to step 4 • Yes - Charge enemy
armies in a random deployment zone
• No - Rush toward enemy
first. Then AI units are randomly divided 4. If you Advance will any enemies be in
into 3 groups of equal size (as far as shooting range?
possible). To deploy, divide the table into
• Yes - Advance toward objective and
2 sections along the AI’s deployment
shoot if possible
zone table edge, and number them 1 and
• No - Rush toward objective
2. For each group roll a die to determine
which section its units deploy in (where 5. Are any enemies in Charge range?
1-3 = section 1, and 4-6 = section 2), re-
• Yes - Charge enemy
rolling if all groups would deploy in the
• No - Go to step 6
same section. Then deploy one random
unit at a time in its section, as close as 6. If you Advance will any enemies be in
possible to the nearest objective, and shooting range?
outside of difficult and dangerous terrain
• Yes - Advance toward enemy and
(unless the unit has strider or flying).
shoot if possible
Challenge Bonus: Optionally players may • No - Rush toward enemy
give the AI a bonus as a challenge. If at
the beginning of a round the AI is holding
as many objectives as the players, then
all its units get +1 to hit rolls until the
end of the round, and if it’s holding less
objectives, then its units get +1 to
defense rolls on top of that.

1
Basic Concepts Terrain Deadly: AI units with Deadly weapons
always target single-model units with
Activation Order: Before starting, divide Cover Terrain: AI units must always Tough first, and units with Tough
the table into 2 different sections along move into or behind cover terrain, second, prioritizing those with the
the AI’s deployment zone edge, and unless it is also difficult terrain, and they lowest total remaining Tough value.
number them 1 and 2. When it’s the AI’s are moving to an objective. Shooting and
turn to activate a unit, first roll a die to Hybrid AI units that are not moving to an Flying: AI units with Flying treat difficult
see which section it will activate a unit in objective must always stay in cover and and dangerous terrain as open terrain
(where 1-3 = section 1, and 4-6 = section shoot, instead of moving away from the when making decisions.
2). If there are no eligible units in that closest enemy unit.
Indirect: AI units with Indirect weapons
section, move onto the next section with
Difficult Terrain: AI units only ever move that are in range of enemies always use
an eligible unit, going clockwise. Then
into difficult terrain if an objective is Hold actions and shoot.
roll a die to randomly determine which
inside of it, if they are in charge range of
unit from that section is activated. Relentless: AI units with Relentless
a unit inside of it, or if they have a
weapons that are in range of enemies
Stunned Units: Stunned AI units are only special rule that ignores its effects. Else
always use Hold actions and shoot.
activated after all non-stunned AI units they must always move around it.
have been activated. Scout: AI units with Scout are always
Dangerous Terrain: AI units only ever
deployed after all other units, following
Enemies in the way: When the AI units move into dangerous terrain if an
the AI deployment rules.
activate, draw a path between them and objective is inside of it, or if they have a
their objective. Enemy units within 6” of special rule that ignores its effects. Else Sniper: AI units with Sniper weapons
the path count as being in the way (even they must always move around it. always target heroes first, and models
if they are in the opposite direction). with upgrades second, prioritizing those
Special Rules
Controlling Objectives: When making AI with the most expensive upgrade.
decisions, objectives count as under the Army Special Rules: AI units must
Strider: AI units with Strider treat
AI’s control if the AI already seized them, always use army special rules as soon
difficult terrain as open terrain when
or if more non-stunned AI units than as they are activated, targeting the
making decisions.
enemy units are within 3” of it. When AI nearest valid unit that makes sense.
units move to seize objectives, they must Ambush: AI units with Ambush are Special Movement
be placed within 3” of the objective so always kept in reserve, and must deploy Pushing: AI units always try to push
that they are as close as possible to following the AI deployment rules at the enemy models if that would move them
their next objective or target. start of the second round. off a ledge or into dangerous terrain.
Advancing: Shooting and Hybrid AI units
AP: AI units with AP weapons always Jumping: AI units must always jump to
that use Advance actions to move toward
target valid enemies with the best cross gaps that are less than 3” wide or
objectives must always do so whilst also
defensive value first. drop off elevation that is less than 3”
trying to stay as far from enemy attack
Caster: AI units always cast spells after tall. If they face gaps or elevation of up
range as possible. If they are not moving
toward objectives, they must always try moving (before attacking), selecting a to 5”, roll one die, on a 4+ they will jump.
to move away from the closest enemy random spell by rolling D3+X, where X is AI units never jump across gaps or off
unit just enough to still be in range to their caster level. If there is no valid elevation that is over 5”.
shoot at them. target for that spell, they must cycle
through the list until there is a valid
Shooting: AI units always shoot at the
spell, or else don’t cast anything.
nearest valid target, prioritizing units
that haven’t activated yet. If the nearest Counter: AI units with Counter are
target is in cover but there is another always activated after all other friendly
valid target in the open, the AI must non-Counter units in their section have
prioritize the target that is in the open. been activated.
Melee: AI units always charge the
nearest valid target, prioritizing stunned
units first, and units that haven’t
activated yet second, and they must
always strike back when charged.

You might also like